23.
Affective Agent Architectures <ul><li>Enable game characters to: </li></ul><ul><ul><li>React to evolving situations in game </li></ul></ul><ul><ul><li>React to other characters in game </li></ul></ul><ul><ul><li>React to player’s state and behavior </li></ul></ul><ul><li>… by dynamically generating appropriate emotions </li></ul><ul><li>… which influence decision-making & behavior </li></ul><ul><li>… and by supporting their realistic display </li></ul>

24.
How Difficult Is This? <ul><li>Depends on game complexity… game type.. </li></ul><ul><li>Which emotions are necessary? </li></ul><ul><li>What features of the game context are available to trigger an emotion? </li></ul><ul><li>Simple games may not need much </li></ul><ul><li>Sophisticated ‘social’ games & serious games need: </li></ul><ul><ul><li>More emotions </li></ul></ul><ul><ul><li>Real-time generation of appropriate emotion </li></ul></ul><ul><ul><li>Realistic influence of emotion on perception + cognition </li></ul></ul><ul><ul><li>Real-time expression of appropriate emotion </li></ul></ul><ul><ul><li>More realistic affective dynamics </li></ul></ul>